Changes to France '14 V1.06a
- Fix for AI crash.
Changes to France '14 V1.06
- Updates to scenarios.
- Improved responsiveness in artillery resolution.
- Change in default fatigue accumulation from 2 to 1.5 due to larger battalion size.
Changes to France '14 V1.05
- Increase in HQ restoration rate.
- Changes to some resource files.
Changes to France '14 V1.04
- Added new Fragile Morale feature which applies to Austro-Hungarians
and Russians. Under this rule, Detached units have 2 subtracted from
their morale when rallying instead of 1, and units which much retreat after
an assault are automatically eliminated. However, this does not apply to
A and B quality units.
- When units are combined, the combined unit takes on the average of the fatigue
of the individual units by strength.
- Disrupted units have full movement allowance during day turns, 2/3 at night.
- Disrupted units take 3x normal movement to move closer to spotted enemy unit.
- New graphics compatible with East Prussia '14.
Changes to France '14 V1.03
- First John Tiller Software release.
- Broken units have full movement allowance and Disrupted units have
2/3 movement allowance.
- Change so that half Frozen Penalty is applied only to Urban (Village,
Town, City, and Industrial) hexes.
- Removed Delayed Disruption Reporting as an Optional Rule.
- Change so that Replacement degredation starts at 70% supply instead of
50%.
- Artillery units without indirect fire, "field guns", that are not in a
bunker, redoubt, or fort that are fired on have a disruption effect that
is ten times that of normal.
- Disrupted artillery cannot be plotted for artillery fire nor can any
plotted fire be resolved.
- Restoration of eliminated HQ units takes twice as long.
- New Wireless Intercept feature similar to modern Electronic Warfare
added.
- Added Early Termination scenario flag similar to modern Nuclear
Termination.
- No Towed Unit (a unit that must be in Travel Mode to move) has a ZOC.
Changes to France '14 V1.02
- Added Magnified 2D view with 2x sized graphics.
- Several scenario updates and fixes.
Changes to France '14 V1.01
- Change so that Interdiction attacks have twice the chance of Disruption
and can cause the loss of up to half the movement allowance in movement
points.
- Added a range 1 hard target artillery fire modifier (see Users Manual
under Firing).
- Added Optional Rule for delayed reporting of enemy Disruption.
- Added Quality Fire Modifier Parameter Data Value which applies to
quality A and B units.
The following are differences between First World War Campaigns and
Panzer Campaigns:
* Setting up prevents *all* firing including direct fire.
* Costs MG and Field Guns (non-IF artillery) full allowance to setup.
* A Towed Gun Limitation value limits the number of deployed
Towed Guns in any one hex.
* Cavalry charge (man unit on horse)
- 4x assault
- Assault cost 1/3
* Mounted cavalry takes assault losses when defending at 1/12 normal
value but must retreat if the defending hex consists entirely of
mounted cavalry and the attackers do not consist entirely of mounted
cavalry.
* Costs Cavalry 2/3 allowance to change to Travel Mode.
* Cavalry costs 2X Victory Points.
* Mounted cavalry cannot recover fatigue.
* Pillboxes called Redoubts.
* New Fort hex (1.5x pillbox effects).
* Detached units -1 morale.
* Attachments at Army level.
* MG units can retreat with no additional losses (goes to travel mode).
* MG units must be in Travel Mode to move.
* AT Ditches replaced with High Walls.
* Siege Guns - must be in travel or rail mode to move.
- Costs full movement allowance to go into travel mode.
- Requires setup.
- Cannot fire Op Fire or Defensive Fire or Fire Direct.
- Setting up prob is half normal.
- One fire per turn.
- Fire against Forts and Redoubts *= 50.
* No On Foot mode.
* All air strikes are subject to scatter up to 2 hexes away.
* Air recon scatters but provides the same information.
* All indirect fire is plotted on map and resolved at beginning of next
turn.
* Field Guns (non-Indirect Fire artillery) can retreat from assault with
1/2 losses and do not exert a ZOC.
* Engineers are not allowed to ferry units across rivers.
* Only engineers can damage rail.
* Engineer Bridges only serve as Medium Bridges, not Heavy Bridges.
* No mine laying or clearing.
* Units moving at night not by rail or road movement become Disrupted.
* All assaults at night result in Disrupted attackers.
* All HQ units in Travel or Rail Mode are Out of Command.
* When the Wired Bridge feature is in effect, then neither side is allowed
to manually damage bridges.
Other changes to both game engines:
* Added new Forced Bridge Crossing Rule which allows units to force a
bridge crossing against enemy ZOC (see Users Manual under Movement).
* Increased engineer digging in bonus from 2x to 3x.
* Changed hot key "R" to Toggle Rail Mode.